#version 300 es
precision mediump float;

in vec2 outTexture;
out vec4 color;
uniform sampler2D outTexture1;
uniform sampler2D outTexture2;

uniform highp int u_ScaleRatio;
void main() {

    float ss=float(u_ScaleRatio)/100.0f;
    if(outTexture.y<ss){
        color=texture(outTexture1,outTexture);
    }
    if(outTexture.y>ss&&outTexture.y<1.0){
        color=texture(outTexture2,outTexture);
    }


//    color=texture(outTexture1,outTexture);
//      color=vec4(0.5,1.0,0.7,1.0);
 }